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ShadowOfHassen

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ShadowOfHassen last won the day on January 3

ShadowOfHassen had the most liked content!

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    United States of America
  • Interests
    History, Classical Education, Writing, Grammar (They're different), and Fantasy

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  1. Wow. That is not a small community, granted that's not huge but that's a decent size.
  2. It wouldn't have a story in the traditional three act structure but it would have an introduction to the civ and show the specific mechanics of a civilization
  3. Yeah. Just like a short mission with each civ to get players used to mechanics. You really wouldn't be able to do justice to a lot of the cool stories with just a single mission, so just give an overview of the history. Just to reiterate, this is a different project idea not the same as the idea before.
  4. How about instead of that after the tutorial campaign, we have a different campaign called the practice campaign where there is one or two missions for each civilization which just gives a basic overview of the civ, both gameplay wise and historically-- make it totally without stories and just a narrator giving the overview. It wouldn't be a ton of work long term and that would be a good second campaign to ship.
  5. We might want to make some changes in between the three scenarios just minor ones but that’s beside the point… keep up the good work and make sure to back the map up!
  6. Yes it would be exciting to fight. all I'm saying is that if there isn't a lot of information, we can get the battle to be as big as you need for the game. Things in general will need to be adjusted for scale. Quite a few battles had troops in the thousands on both sides, but that won't work with a population cap of even 500, so events will need some adaptation anyway. So have your final battle as big and exciting as you want. :-) (In reason of course)
  7. Sounds like a good plan just don't worry about the size too much. Scale in 0 A.D. isn't exactly 1:1 to real life anyway.
  8. That sounds like a plan we’d just have to design scenario 3 so the player couldn’t conceivably brute force their way to victory without becoming allies but we should be able to figure that out .
  9. Perhaps … we should teach alliances last I remember we were going to just have an allied group help you in one of the scenarios but this could work to as long as @Vantha and @Lion.Kanzen are ok with it
  10. The only thought I have is make the other tribe be the aggressor so in the tutorial the player doesn’t have any moral quandary about attacking
  11. I’m pretty sure @Vanthahad a 4 scenario plan that we had worked out . Or am I getting things confused?
  12. I thought we already had an outline on what we were teaching in each scenario...
  13. Yeah you’re right. we already have a rough list of what we want to teach so we’ve kind of already done that , we’re just keeping the other stuff in mind while be build the maps. what I think both you and @Vantha are touching on is on the story to gameplay slider rts usually focus more on game play and I agree. But we can still do a pretty good story while we’re at it. but obviously with the tutorial gameplay and game mechanics first .
  14. My first RTS was Age of Empires 3 and even know the Knight's of Saint John campaign is probably one of my favorite stories in video games. (Nostalgia mostly, but it was pretty good)
  15. So what if we had a kind of overview when you start the campaign, a section called historical background, then we have a description that shows up in the scenario selection area and during loading and finally there is some dialog/ objective information in game. I mean, in a single scenario you might have multiple objectives I.E. destroy the tower, build a civic center, train 10 hopilites, and you kind of need to get the player to realize they need to do that.
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